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\section{Hammi's Forge}

% After the goblin ambush, the caravan master will head towards the town of Hammi's Forge. The damage done to the equipment, as well as to many of the travelers, is too much to deal with on the road. The Forge will have many of the facilities needed to care for the wounded and make the necessary repairs. He will also hope to appeal to the local temple guards to recover some of the lost goods from the goblins.

The town will serve as a base of operations for the remainder of this adventure. Here, they will be able to engage in a variety of skill challenges to unwrap the mystery of the goblin's attack. You should encourage the PCs to mix town-based skill challenges with excursions into the surrounding areas. Success outside of town should increase the PCs reputation, easing the challenges at your discretion.

When the PCs arrive, the town feels distinctly tired and degenerate. The town is in a slow decline, and is well on its way to becoming a ghost town. The businesses here are only nominally operational, and are neither well-run nor well-tended due to lack of business. The residents that remain are largely reminiscing for the good old days and waiting to die.

% This adventure is based out of a small mining community nestled in the foothills on the south-western edge of the Spine of Iron. Hammi's Forge once served as a major copper mine and an active waypoint between the civilized lands around the Kurfu River and the frontieer. However, the mines were larely depeted over a decade ago, and the traffic through the town has died down considerably. As a result, the town been steadily dying out for some time.

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\subsubsection{Lay of the Land}

If the PCs are having trouble deciding what to do in Hammi's Forge, allow them to make simple skill checks to guide them. The following skills could point them in the right direction:

{\em Dungeoneering (DC 14):} A mining town like Hammi's Forge will be fraught with abandoned caves--man made and natural--that are attractive homes for goblins and their kin.

{\em History (DC 12):} This town, which was once a vibrant mining community, was home to a famous Dwarven smith named Hathfor. Equally famous was the tavern and inn named the ``Thirsty Aardvark'', a debauched watering hole serving the mining community, run by the sultry Asenath.

{\em Nature (DC 12):} Mountain foothills are considerably less dangerous than the trackless deserts, but the ready supply of water, food, and prey will still attract dangerous predators.

{\em Religion (DC 14):} Frontier towns are popular among cunning, rugged, and often violent gods like the trickster Set and the warrior Sekhemet. Temples here are just as likely to be a seat of considerable power, a source of tremendous trouble, or both.

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\subsection{1. Temple of Set}

The Temple of Set is one of the most significant buildings in Hammi's Forge, and is also one of the most important political locations. The temple serves a typical multi-purpose role in the town as a civic center, a place of worship, and a defensive fortification. It is also the home of Djedfor, the towns main civic figure, and his cronies, whose plots and schemes will be the main focus of the PCs attention.

A dominant feature of the town, this temple will be one of the first buildings the PCs can identify as they approach the town. The bulk of the building is a large 15' tall rectangular building 90' by 60' at the base with steeply sloped walls. A staircase, set into the front of the building, leads up to a smaller 15' by 15' pyramid that houses the sacred sanctum. A courtyard in front of the temple is surrounded by a short wall, with the entrance flanked by two 30' tall obelisks engraved with worships to the god Set.

While the interior of the temple is generally off-limits to the public, the outside is public and civic space. Most of the day, Djedfor and his cronies will be hanging out in this public space, drinking and gambling with some of the less savory locals. At night, they will generally be sleeping in rooms inside the temple. If they are around, they will prevent the PCs from entering the temple's interior, and there will generally be at least one or two people on guard.

\subsubsection{Items of Interest}

\subsubsection{An Uncooperative Crowd}
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